Jump Ultimate Stars Muhyo Tohru FAQ v1.1 Table of Contents: I. FAQ Introduction and Updates II. History of Muhyo III. How to obtain Muhyo IV. Koma Information V. Controls and Moves VI. Ally Boosts VII. Combos and Strategies VIII. Deck Setups IX. Credits Copyright 2007, Yamcha. This FAQ is for public use and may not be used to gain a profit. If you would like to contribute something, please put "Muhyo FAQ" in the subject, otherwise I won't read it. You will be properly credited. --------------------------- I. Introduction and Updates --------------------------- This FAQ is for all the Muhyo players out there as well as people that may have initially been turned away by his quirky moveset and steep learning curve. However, those that take the time to learn how to properly utilize him will find that he has a wonderful mix up game and a variety of strategies at his disposal. He has one of the most unique movesets in the game and can be a downright monster to fight. Just as a trivial note, Muhyo is the only Knowledge nature in the game with a 7 Koma. Muhyo is generally considered a low tier character and thus doesn't see competitive play very often. If you're here, then you must like using low ranked characters. Whatever your reason is, this guide will help you along. Updates: Version 1.0 - 2/18/07 Started working on this much procrastinated guide. Stay tuned for more updates. Version 1.1 - Corrected a few attack names and added decks and battle character recommendations. ----------------- II. Muhyo History ----------------- Muhyo is from the manga series Muhyo to Rouji no Mahoritsu Sodan Jimusho which started serialization in 2005. It is currently running with no projected US license to date. I don't know what the series is about, but I'll pick it up soon to tell you. ------------------------ III. How to obtain Muhyo -----------------------— Muhyo is already available at the beginning of the game. -------------------- IV. Koma Information -------------------- ~Help and Support Koma~ Muhyo Help Koma: Attack strength goes up when health is low. Muhyo 2 Koma [Knowledge] - Kin no Maku Effect: Grants invisibilty for a short time. Size: [ ] [ ] Cost: 50 Green, 5 White Muhyo 3 Koma [Knowledge] - Kin no Yoroi Effect: Grants invincibilty for a short time. Size: [ ] [ ] [ ] Cost: 100 Green, 10 White ~Battle Koma~ Muhyo 4 Koma [Knowledge] Passive Effects: Unknown Ultimate Action: Hold Select to sleep and regain SP. Health: 128 Size: [ ] [ ] [ ] [ ] Cost: 200 Green, 15 White Muhyo 5 Koma [Knowledge] Passive Effects: Unknown Ultimate Action: Hold Select to sleep and regain SP. Health: 144 Size: [ ] [ ] [ ] [ ] [ ] Cost: 400 Green, 20 White Muhyo 6 Koma [Knowledge] Passive Effects: Unknown Ultimate Action: Hold Select to sleep and regain SP. Health: 160 Size: [ ] [ ] [ ] [ ] [ ] [ ] Cost: 600 Green, 30 White Muhyo 7 Koma [Knowledge] Passive Effects: Unknown Ultimate Action: Hold Select to sleep and regain SP. Health: 176 Size: [ ] [ ] [ ] [ ] [ ] [ ] [ ] Cost: 200 Red, 600 Green, 200 White Note: This path muct be unlocked in Page’s Chart. --------------------- V. Controls and Moves --------------------- All moves are of the Knowledge nature except where noted. B - Book Smack Damage: 6 [Power][Knowledge], 9 [Laughter] Description: Muhyo’s combo starting move. A fast, short ranged attack. Forward B - Ghost Attacker Damage: 9 [P][K], 13 [L] Description: A small monster slashes at opponents in front of you. The downtime after the attack is minimal so it's a safe poke to use often. Hold B to increase the range. Up B - Spike Summon Damage: 9 [P][K], 13 [L] Description: The air launcher. Fairly fast and sends the opponent upwards. This is the move you'll use to start your air combos. Muhyo has a lot of good anti-air moves to utilize afterwards. Down B - Palm Thrust Damage: 7 [P][K], 10 [L] Description: Just a standard character change move. It activates very quickly but has some lag time afterwards. This move can't be integrated into any combos. Jump B - Aerial Ghost Attacker Damage: 10 [P][K], 15 [L] Description: Somehow this move hits harder than its ground counterpart. A good air poke to encourage others to keep their distance. Y - Satan's Shadow Damage: 16 [P][K], 24 [L] Description: A purple monster pops out of the ground and drags the opponent away if it connects. There is significant lag afterwards regardless if it connects or misses. Don't use it if someone is behind you, because you are wide open. Also do NOT use this move on its own. The safest way to ensure this move connects is to use it from a combo. THe monster can't go through walls. Ordinarily it also can't go off of platforms or ledges on its own. However if it grabs someone near a ledge then it can drag them off the stage. Hold Y to extend the range. Forward Y - Giant Fork Summon Damage: 20 [P][K], 30 [L] Description: A great move that launches people upwards. While it is quick, use it in moderation because it can become predictable. This particular move has a strange trait. If the side of the fork closer to you connects, your enemy is launched toward you. If the side further from you connects, they are launched away. When you use this in a combo directly after the Neutral Y the latter will happen. Hold Y to extend the range. Up Y - Never Returning Owl Damage: 20 [P][K], 30 [L] Description: A quick anti-air attack. Best used as combo filler as it is hard to connect on its own. You can also use this to scare aerial fighters into coming back to the ground. Down Y - Satan's Iron Hammer Damage: First Hit: 8 [P][K], 12 [L] Both Hits: 18 [P][K], 27 [L] Description: A nice guard break that comes out quickly and has the potential to hit multiple blockers. Jump Y - Shadow Blobs Damage per hit: 7 [P][K], 10 [L] Description: Three shadow things emerge from the ground and explode in mid-air. It's very useful for hitting unsuspecting crowds underneath you. X - Special A (4 Koma) - Meiou no Bansan no Kei Damage: 40 [P][K], 60 [L] Description: A monster's mouth appears from the ground and swallows anyone that gets caught in it. This move leaves you open whenever you use it. To ensure a higher success rate, this is best used after your Neutral Y attack. Up X - Special B (4 Koma) - Mazukan no Kei Damage: 33 [P][K], 49 [L] Description: A large spellbook appears overhead and the pages start flipping to damage enemies. It is difficult to set this up just right to get full damage. X - Special A (5 Koma) - Maretsusha no Kei Damage: 40 [P][K], 60 [L] Description: A train appears behind Muhyo and rushes forward to hit anyone in front of you. Up X - Special B (5 Koma) - Yuurishoukan Damage: 48 [P][K], 72 [L] Description: A grey monster appears and swirls upwards. It creates a small vortex that catches people around him. Use the control pad to change his vertical direction. X - Special A (6 Koma) - Makensui no Kei Damage: ~50 [P][K], ~72 [L] Description: A knight(?) on horseback is summoned and charges forward. This special is powerful but can easily be blocked by enemy supports that are occupying space on the field. Up X - Special B - (6 Koma) - Yuurisoukan Hontou no Sugata Damage: ~56 [P][K], ~84 [L] Description: An improved and more powerful version of the regular Yuurisoukan. A larger spinning monster appears and does the same thing. This guy has a bigger vortex area so you can easily catch two fighters in this special. Use the control pad to change his direction. X - Special A (7 Koma) - Meiouruararieshoukan Touato no Yari Damage: 52 [P][K], 78 [L] Description: An extremely slow but powerful attack. A giant monster is summoned to throw a lance ahead of you. This move is best used in a free for all when everyone else is busy. Move out of their field of view, then use the special and hope no one sees you. Up X - Special B (7 Koma) - Meiouruararieshoukan Senpen no Shita Damage: 64 [P][K], 96 [L] Description: Another big monster is summoned, but this time he tosses a flurry of punches in front of you. This move has some edge guarding potential if you can time it correctly. Press X for more hits. --------------- VI. Ally Boosts --------------- Koma that boost Muhyo: -Rouji (Muhyo to Rouji) -Page (Muhyo to Rouji) -Neuro (Majin Tantei Nogami Neuro) Koma boosted by Muhyo: -Neuro (Majin Tantei Nogami Neuro) -------------------------- VII. Combos and Strategies -------------------------— Basic Combos: 1. B -> Y -> Forward Y 2. B -> Forward B -> Y -> Forward Y 3. B -> Up B -> Up Y 4. B -> Forward B -> Y -> X [Applicable to 4, 5, 6 Koma] 5. B -> Up B -> Up X [Applicable to 5, 6 Koma] 6. B -> Forward B -> Forward Y -> Up X [5, 6 Koma] Strategy: 1. Muhyo is a ranged knowledge fighter. Don't bum rush guys like Dio or Raoh! Take your time and keep your distance. Use a variety of fake outs to keep your enemies guessing. Alternate between the ranged Forward B and Forward Y attacks. You can hold the respective attack buttons to increase the range depending on the distance. 2. Muhyo's moves tend to have lots of lag after you use them. You'll have to adjust to this fact. Add a quick hitting support like Kagura 2 to cover you if you whiff a move. 3. Muhyo is a bit lacking as a summoner. He is also much more difficult to initially use than his bretheren. His moves don't have the raw priority of Yugi and Taikoubou, but don't let that get you down. Muhyo has a lot of combo potential with the right setups. While the other summoners can sort of get away with close range fighting, many of your Y moves will simply not connect in close quarter combat. ----------------- VIII. Deck Setups ----------------- ~Recommended Help Koma~ Neuro (Neuro)- Immunity to paralysis and a boost. Good stuff. Eve (Black Cat) - Any triple jump help will work. It is hands down the most useful help in the game. Jaguar (Jaguar) - Immunity to battle and support seal. Luffy (One Piece) - Helps to decrease damage from punches and kicks from power characters. Kanda (D.Gray Man) - Decreases blade damage from sword users who tend to be overwhelmingly power type. Kuroro (Hunter) - Decreasing special damage is self explanatory. Page (Muhyo) - Use it if you feel that you need auto guard. At the very least it gives you a boost too. ~Recommended Supports~ Rouji 2 - This support is steadily increasing in its notoriety, but it compliments Muhyo quite well. It seals movement and steals an SP bar. Best used as soon as your Neutral Y connects. You can then get behind them and continually guard break. Kagura 2 - Excellent surprise attack with a nice frontal range. An excellent support to cover you when you need to put some distance between you and the opponent. Sanosuke 2 - Awesome range. He's a good choice for ending combos when the opponent is knocked away from the Giant Fork attack. Rouji 3 - A nice support sealer and boost in one package. Like his 2 Koma version, he is perfectly suited to Muhyo's moveset. Activate him after using the Neutral Y. Ohara 3 - The infamous edge guarder can prove to be a valuable ally. Use him after Neutral Y, and he'll still keep attacking after your summon disappears. Feel free to make up your own combos from there. Hitagawa 3 - Another koma that meshes well with your moveset. He steals SP and does damage. He works wonders when worked into Neutral Y. ~Choosing your Battle Koma~ Muhyo's 4 Koma has terrible specials. Likewise, his 7 koma's specials aren't much better because of their slow speed. This leaves us between his 5 and 6 Koma versions. If there's enough demand to go over the 4 and 7 Komas though, I'll add them. 5 Koma Advantages: -Nice Special A -Special B is fast -Leaves more room for other characters Disadvantages: -Special B's timing can be difficult to use -Less health 6 Koma Advantages: -Larger Special B is more forgiving in combos -More health to stay in the match Disadvantages: -Slighty worse Special A -Special B is slightly slower -6 Koma Muhyo isn't that much better than his 5 Koma So which one is better? The edge goes to 5 Koma by a hair. He is all around more versatile. The Special A can catch multiple opponents and isn't as easily interrupted as the 6 Koma Special A. The Special B isn't too different between the two versions either. If you're having trouble setting up the anti-air combos, then use 6 Koma Muhyo. ~Recommended Battle Partners~ Since Muhyo is slow he would benefit greatly from a speedy character or a heavy hitter to help cover his weaknesses. Hiei 4/5 - A fast character with surprising range. His warp dash can really help you escape mobs and ring outs. Hiei 4 is excellent for the small space requirements, while his 5 Koma has the deadly controllable Dragon of Darkness Flame special. Kenshin 5/6 - Quick and combo friendly, Kenshin is another good choice in any koma. His intrinsic triple jump will also save you a slot that would otherwise be occupied. Raoh (Any) - He's Raoh. He kicks ass. While his speed may be an issue to his power will blow you away. The only problem is that his smallest koma is a 6, but it's worth it. Dio 5 - Dio is another powerhouse that can be useful to cover Muhyo. He has excellent range and power as well as some very deadly specials. ~Muhyo Decks~ Double Trouble [M] [M] [M] [n] [O] [M] [M] [E] [O] [O] [h] [h] [H] [H] [H] [h] [s] [H] [H] [e] M = Muhyo (5) H = Hiei (5) Leader O = Orihime (3) h = Hijitaka (3) (Gintama) E = Eve (1) Pointing at Muhyo n = Neuro (1) Pointing at Muhyo s = Sakuragi (1) Pointing at Hiei e = Edajima (1) Potential [M] [M] [K] [K] [Y] [M] [M] [K] [Y] [Y] [M] [M] [b] [Y] [Y] [E] [h] [b] [b] [s] M = Muhyo (6) Leader Y = Yugi (5) K = Kurama (3) b = Yamamoto (3) (Hitman Reborn) E = Eve (1) Pointing at Muhyo h = Hiko (1) s = Sakuragi (1) Pointing at Yugi ----------- IX. Credits ----------- Many thanks to the following: -Nintendo, Ganbarion, and Shueisha -Genroh for the all-knowing JUS FAQ -CJayC for creating GameFAQs in the first place -Summonmaster for the attack names from his Manga Moments FAQ